// Released under the MIT License. See LICENSE for details.

#include "ballistica/input/device/test_input.h"

#include "ballistica/game/game.h"
#include "ballistica/input/device/joystick.h"
#include "ballistica/input/input.h"
#include "ballistica/platform/min_sdl.h"

namespace ballistica {

TestInput::TestInput() {
  joystick_ = Object::NewDeferred<Joystick>(-1,           // not an sdl joystick
                                            "TestInput",  // device name
                                            false,        // allow configuring?
                                            false);       // calibrate?;
  g_input->PushAddInputDeviceCall(joystick_, true);
}

TestInput::~TestInput() { g_input->PushRemoveInputDeviceCall(joystick_, true); }

void TestInput::Reset() {
  assert(InMainThread());
  reset_ = true;
}

void TestInput::HandleAlreadyPressedTwice() {
  if (print_already_did2_) {
    print_already_did2_ = false;
  }
}

void TestInput::Process(millisecs_t time) {
  assert(InMainThread());

  if (reset_) {
    reset_ = false;
    join_end_time_ = time + 7000;  // do joining for the next few seconds
    join_start_time_ = time + 1000;
    join_press_count_ = 0;
    print_non_join_ = true;
    print_already_did2_ = true;
  }

  if (print_non_join_ && time >= join_end_time_) {
    print_non_join_ = false;
  }

  if (time > next_event_time_) {
    next_event_time_ = time + static_cast<int>(RandomFloat() * 300.0f);

    // Do absolutely nothing before join start time.
    if (time < join_start_time_) {
      return;
    }

    float r = RandomFloat();

    SDL_Event e;
    if (r < 0.5f) {
      // Movement change.
      r = RandomFloat();
      if (r < 0.3f) {
        lr_ = ud_ = 0;
      } else {
        lr_ = std::max(
            -32767,
            std::min(32767,
                     static_cast<int>(-50000.0f + 100000.0f * RandomFloat())));
        ud_ = std::max(
            -32767,
            std::min(32767,
                     static_cast<int>(-50000.0f + 100000.0f * RandomFloat())));
      }
      e.type = SDL_JOYAXISMOTION;
      e.jaxis.axis = 0;
      e.jaxis.value = static_cast_check_fit<int16_t>(ud_);
      g_input->PushJoystickEvent(e, joystick_);
      e.jaxis.axis = 1;
      e.jaxis.value = static_cast_check_fit<int16_t>(lr_);
      g_input->PushJoystickEvent(e, joystick_);
    } else {
      // Button change.
      r = RandomFloat();
      if (r > 0.75f) {
        // Jump:
        // Don't do more than 2 presses while joining.
        if (!jump_pressed_ && time < join_end_time_ && join_press_count_ > 1) {
          HandleAlreadyPressedTwice();
        } else {
          jump_pressed_ = !jump_pressed_;
          if (jump_pressed_) join_press_count_++;
          e.type = jump_pressed_ ? SDL_JOYBUTTONDOWN : SDL_JOYBUTTONUP;
          e.jbutton.button = 0;
          g_input->PushJoystickEvent(e, joystick_);
        }
      } else if (r > 0.5f) {
        // Bomb:
        // Don't do more than 2 presses while joining.
        if (!bomb_pressed_ && time < join_end_time_ && join_press_count_ > 1) {
          HandleAlreadyPressedTwice();
        } else {
          bomb_pressed_ = !bomb_pressed_;

          // This counts as a join press *only* if its the first.
          // (presses after that simply change our character)
          if (join_press_count_ == 0 && bomb_pressed_) {
            // cout << "GOT BOMB AS FIRST PRESS " << this << endl;
            join_press_count_++;
          }
          e.type = bomb_pressed_ ? SDL_JOYBUTTONDOWN : SDL_JOYBUTTONUP;
          e.jbutton.button = 2;
          g_input->PushJoystickEvent(e, joystick_);
        }

      } else if (r > 0.25f) {
        // Grab:
        // Don't do more than 2 presses while joining.
        if (!pickup_pressed_ && time < join_end_time_
            && join_press_count_ > 1) {
          HandleAlreadyPressedTwice();
        } else {
          pickup_pressed_ = !pickup_pressed_;
          if (pickup_pressed_) join_press_count_++;
          e.type = pickup_pressed_ ? SDL_JOYBUTTONDOWN : SDL_JOYBUTTONUP;
          e.jbutton.button = 3;
          g_input->PushJoystickEvent(e, joystick_);
        }
      } else {
        // Punch:
        // Don't do more than 2 presses while joining.
        if (!punch_pressed_ && time < join_end_time_ && join_press_count_ > 1) {
          HandleAlreadyPressedTwice();
        } else {
          punch_pressed_ = !punch_pressed_;
          if (punch_pressed_) join_press_count_++;
          e.type = punch_pressed_ ? SDL_JOYBUTTONDOWN : SDL_JOYBUTTONUP;
          e.jbutton.button = 1;
          g_input->PushJoystickEvent(e, joystick_);
        }
      }
    }
  }
}

}  // namespace ballistica
